mangos/src/game/Object/Object.cpp
H0zen 59156f5ec1 Transports - phase 3
- The gnome engineers have finally repaired the computers of DeeprunTram, and now both trams travel properly between stations.
  - The pets try hard to learn the paths. For example, they will now properly follow their masters on bridges.
  - There are now 2 types of transporters: local transporters (elevators, platforms) and global transporters (ships, zeppelins).
  - Some obsolete methods have been removed.
  - Some methods have been rewritten to make room for the final phase.
2016-12-27 16:11:26 +02:00

1854 lines
59 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Object.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Creature.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "Log.h"
#include "Transports.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "ObjectPosSelector.h"
#include "TemporarySummon.h"
#include "movement/packet_builder.h"
#include "CreatureLinkingMgr.h"
#include "Chat.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#include "ElunaEventMgr.h"
#endif /* ENABLE_ELUNA */
Object::Object()
{
m_objectTypeId = TYPEID_OBJECT;
m_objectType = TYPEMASK_OBJECT;
m_uint32Values = NULL;
m_valuesCount = 0;
m_inWorld = false;
m_objectUpdated = false;
}
Object::~Object()
{
if (IsInWorld())
{
///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId());
MANGOS_ASSERT(false);
}
if (m_objectUpdated)
{
sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still have updated status!!", GetGUIDLow(), GetTypeId());
MANGOS_ASSERT(false);
}
delete[] m_uint32Values;
}
void Object::_InitValues()
{
m_uint32Values = new uint32[ m_valuesCount ];
memset(m_uint32Values, 0, m_valuesCount * sizeof(uint32));
m_changedValues.resize(m_valuesCount, false);
m_objectUpdated = false;
}
void Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)
{
if (!m_uint32Values)
{ _InitValues(); }
ObjectGuid guid = ObjectGuid(guidhigh, entry, guidlow);
SetGuidValue(OBJECT_FIELD_GUID, guid);
SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
m_PackGUID.Set(guid);
}
void Object::_ReCreate(uint32 entry)
{
if (!m_uint32Values)
{ _InitValues(); }
SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
SetUInt32Value(OBJECT_FIELD_ENTRY, entry);
}
void Object::SetObjectScale(float newScale)
{
SetFloatValue(OBJECT_FIELD_SCALE_X, newScale);
}
void Object::SendForcedObjectUpdate()
{
if (!m_inWorld || !m_objectUpdated)
{ return; }
UpdateDataMapType update_players;
BuildUpdateData(update_players);
RemoveFromClientUpdateList();
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (!target)
{ return; }
uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
uint8 updateFlags = m_updateFlag;
/** lower flag1 **/
if (target == this) // building packet for yourself
{ updateFlags |= UPDATEFLAG_SELF; }
if (m_isNewObject)
{
switch (GetObjectGuid().GetHigh())
{
case HighGuid::HIGHGUID_DYNAMICOBJECT:
case HighGuid::HIGHGUID_CORPSE:
case HighGuid::HIGHGUID_PLAYER:
case HighGuid::HIGHGUID_UNIT:
case HighGuid::HIGHGUID_GAMEOBJECT:
updatetype = UPDATETYPE_CREATE_OBJECT2;
break;
default:
break;
}
}
// DEBUG_LOG("BuildCreateUpdate: update-type: %u, object-type: %u got updateFlags: %X", updatetype, m_objectTypeId, updateFlags);
ByteBuffer buf(500);
buf << uint8(updatetype);
buf << GetPackGUID();
buf << uint8(m_objectTypeId);
BuildMovementUpdate(&buf, updateFlags);
UpdateMask updateMask;
updateMask.SetCount(m_valuesCount);
_SetCreateBits(&updateMask, target);
BuildValuesUpdate(updatetype, &buf, &updateMask, target);
data->AddUpdateBlock(buf);
}
void Object::SendCreateUpdateToPlayer(Player* player)
{
// send create update to player
UpdateData upd;
WorldPacket packet;
BuildCreateUpdateBlockForPlayer(&upd, player);
upd.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
ByteBuffer buf(500);
buf << uint8(UPDATETYPE_VALUES);
buf << GetPackGUID();
UpdateMask updateMask;
updateMask.SetCount(m_valuesCount);
_SetUpdateBits(&updateMask, target);
BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);
data->AddUpdateBlock(buf);
}
void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
{
data->AddOutOfRangeGUID(GetObjectGuid());
}
void Object::DestroyForPlayer(Player* target) const
{
MANGOS_ASSERT(target);
WorldPacket data(SMSG_DESTROY_OBJECT, 8);
data << GetObjectGuid();
target->GetSession()->SendPacket(&data);
}
void Object::BuildMovementUpdate(ByteBuffer* data, uint8 updateFlags) const
{
Unit const* unit = NULL;
uint32 highGuid = 0;
MovementFlags moveflags = MOVEFLAG_NONE;
switch (m_objectTypeId)
{
case TYPEID_OBJECT:
case TYPEID_ITEM:
case TYPEID_CONTAINER:
case TYPEID_GAMEOBJECT:
case TYPEID_DYNAMICOBJECT:
case TYPEID_CORPSE:
highGuid = uint32(GetObjectGuid().GetHigh());
break;
case TYPEID_PLAYER:
// TODO: this code must not be here
if (static_cast<Player const*>(this)->GetTransport())
((Unit*)this)->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT);
else
((Unit*)this)->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT);
case TYPEID_UNIT:
unit = static_cast<Unit const*>(this);
moveflags = unit->m_movementInfo.GetMovementFlags();
break;
default:
break;
}
*data << uint8(updateFlags);
if (updateFlags & UPDATEFLAG_LIVING)
{
MANGOS_ASSERT(unit);
if (unit->IsStopped() && unit->m_movementInfo.HasMovementFlag(MOVEFLAG_SPLINE_ENABLED))
{
sLog.outError("%s is not moving but have spline movement enabled!", GetGuidStr().c_str());
((Unit*)this)->m_movementInfo.RemoveMovementFlag(MovementFlags(MOVEFLAG_SPLINE_ENABLED | MOVEFLAG_FORWARD));
}
*data << unit->m_movementInfo;
// Unit speeds
*data << float(unit->GetSpeed(MOVE_WALK));
*data << float(unit->GetSpeed(MOVE_RUN));
*data << float(unit->GetSpeed(MOVE_RUN_BACK));
*data << float(unit->GetSpeed(MOVE_SWIM));
*data << float(unit->GetSpeed(MOVE_SWIM_BACK));
*data << float(unit->GetSpeed(MOVE_TURN_RATE));
if (unit->m_movementInfo.HasMovementFlag(MOVEFLAG_SPLINE_ENABLED))
Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
}
else if (updateFlags & UPDATEFLAG_HAS_POSITION)
{
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
}
if (updateFlags & UPDATEFLAG_HIGHGUID)
*data << highGuid;
if (updateFlags & UPDATEFLAG_ALL)
*data << (uint32)0x1;
if (updateFlags & UPDATEFLAG_FULLGUID)
{
if (unit && unit->getVictim())
*data << unit->getVictim()->GetPackGUID();
else
data->appendPackGUID(0);
}
if (updateFlags & UPDATEFLAG_TRANSPORT)
*data << uint32(WorldTimer::getMSTime());
}
void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* updateMask, Player* target) const
{
if (!target)
{ return; }
bool IsActivateToQuest = false;
//bool IsPerCasterAuraState = false;
// this is called for UPDATETYPE_CREATE_OBJECT, UPDATETYPE_CREATE_OBJECT2, UPDATETYPE_VALUES only
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
IsActivateToQuest = ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster();
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
if (updatetype == UPDATETYPE_VALUES)
updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
}
MANGOS_ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);
*data << (uint8)updateMask->GetBlockCount();
updateMask->AppendToPacket(data);
// 2 specialized loops for speed optimization in non-unit case
if (isType(TYPEMASK_UNIT)) // unit (creature/player) case
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if(updateMask->GetBit(index))
{
if (index == UNIT_NPC_FLAGS)
{
uint32 appendValue = m_uint32Values[index];
if (GetTypeId() == TYPEID_UNIT)
{
if (appendValue & UNIT_NPC_FLAG_TRAINER)
{
if (!((Creature*)this)->IsTrainerOf(target, false))
{ appendValue &= ~UNIT_NPC_FLAG_TRAINER; }
}
if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
{
if (target->getClass() != CLASS_HUNTER)
{ appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; }
}
}
*data << uint32(appendValue);
}
// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
{
// convert from float to uint32 and send
*data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
}
// there are some float values which may be negative or can't get negative due to other checks
else if ((index >= PLAYER_FIELD_NEGSTAT0 && index <= PLAYER_FIELD_NEGSTAT4) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
(index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
(index >= PLAYER_FIELD_POSSTAT0 && index <= PLAYER_FIELD_POSSTAT4))
{
*data << uint32(m_floatValues[index]);
}
// Gamemasters should be always able to select units - remove not selectable flag
else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
{
*data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
}
/* Hide loot animation for players that aren't permitted to loot the corpse */
else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
{
uint32 send_value = m_uint32Values[index];
/* Initiate pointer to creature so we can check loot */
if (Creature* my_creature = (Creature*)this)
/* If the creature is NOT fully looted */
if (!my_creature->loot.isLooted())
/* If the lootable flag is NOT set */
if (!(send_value & UNIT_DYNFLAG_LOOTABLE))
{
/* Update it on the creature */
my_creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
/* Update it in the packet */
send_value = send_value | UNIT_DYNFLAG_LOOTABLE;
}
/* If we're not allowed to loot the target, destroy the lootable flag */
if (!target->isAllowedToLoot((Creature*)this))
if (send_value & UNIT_DYNFLAG_LOOTABLE)
{ send_value = send_value & ~UNIT_DYNFLAG_LOOTABLE; }
/* If we are allowed to loot it and mob is tapped by us, destroy the tapped flag */
bool is_tapped = target->IsTappedByMeOrMyGroup((Creature*)this);
/* If the creature has tapped flag but is tapped by us, remove the flag */
if (send_value & UNIT_DYNFLAG_TAPPED && is_tapped)
{ send_value = send_value & ~UNIT_DYNFLAG_TAPPED; }
// Checking SPELL_AURA_EMPATHY and caster
if (send_value & UNIT_DYNFLAG_SPECIALINFO && ((Unit*)this)->IsAlive())
{
bool bIsEmpathy = false;
bool bIsCaster = false;
Unit::AuraList const& mAuraEmpathy = ((Unit*)this)->GetAurasByType(SPELL_AURA_EMPATHY);
for (Unit::AuraList::const_iterator itr = mAuraEmpathy.begin(); !bIsCaster && itr != mAuraEmpathy.end(); ++itr)
{
bIsEmpathy = true; // Empathy by aura set
if ((*itr)->GetCasterGuid() == target->GetObjectGuid())
bIsCaster = true; // target is the caster of an empathy aura
}
if (bIsEmpathy && !bIsCaster) // Empathy by aura, but target is not the caster
send_value &= ~UNIT_DYNFLAG_SPECIALINFO;
}
*data << send_value;
}
else
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[index];
}
}
}
}
else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (updateMask->GetBit(index))
{
// send in current format (float as float, uint32 as uint32)
if (index == GAMEOBJECT_DYN_FLAGS)
{
if (IsActivateToQuest)
{
switch (((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
case GAMEOBJECT_TYPE_CHEST:
case GAMEOBJECT_TYPE_GENERIC:
case GAMEOBJECT_TYPE_SPELL_FOCUS:
case GAMEOBJECT_TYPE_GOOBER:
*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
*data << uint16(0);
break;
default:
*data << uint32(0); // unknown, not happen.
break;
}
}
else
{ *data << uint32(0); } // disable quest object
}
else
{ *data << m_uint32Values[index]; } // other cases
}
}
}
else // other objects case (no special index checks)
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (updateMask->GetBit(index))
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[index];
}
}
}
}
void Object::ClearUpdateMask(bool remove)
{
if (m_uint32Values)
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{ m_changedValues[index] = false; }
}
if (m_objectUpdated)
{
if (remove)
{ RemoveFromClientUpdateList(); }
m_objectUpdated = false;
}
}
bool Object::LoadValues(const char* data)
{
if (!m_uint32Values) { _InitValues(); }
Tokens tokens = StrSplit(data, " ");
if (tokens.size() != m_valuesCount)
{ return false; }
Tokens::iterator iter;
int index;
for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
{
m_uint32Values[index] = atol((*iter).c_str());
}
return true;
}
void Object::_SetUpdateBits(UpdateMask* updateMask, Player* /*target*/) const
{
for (uint16 index = 0; index < m_valuesCount; ++index)
if (m_changedValues[index])
{ updateMask->SetBit(index); }
}
void Object::_SetCreateBits(UpdateMask* updateMask, Player* /*target*/) const
{
for (uint16 index = 0; index < m_valuesCount; ++index)
if (GetUInt32Value(index) != 0)
{ updateMask->SetBit(index); }
}
void Object::SetInt32Value(uint16 index, int32 value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_int32Values[index] != value)
{
m_int32Values[index] = value;
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetUInt32Value(uint16 index, uint32 value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_uint32Values[index] != value)
{
m_uint32Values[index] = value;
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::UpdateUInt32Value(uint16 index, uint32 value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
m_uint32Values[index] = value;
m_changedValues[index] = true;
}
void Object::SetUInt64Value(uint16 index, const uint64& value)
{
MANGOS_ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
if (*((uint64*) & (m_uint32Values[index])) != value)
{
m_uint32Values[index] = *((uint32*)&value);
m_uint32Values[index + 1] = *(((uint32*)&value) + 1);
m_changedValues[index] = true;
m_changedValues[index + 1] = true;
MarkForClientUpdate();
}
}
void Object::SetFloatValue(uint16 index, float value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_floatValues[index] != value)
{
m_floatValues[index] = value;
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetByteValue(uint16 index, uint8 offset, uint8 value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (offset > 4)
{
sLog.outError("Object::SetByteValue: wrong offset %u", offset);
return;
}
if (uint8(m_uint32Values[index] >> (offset * 8)) != value)
{
m_uint32Values[index] &= ~uint32(uint32(0xFF) << (offset * 8));
m_uint32Values[index] |= uint32(uint32(value) << (offset * 8));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (offset > 2)
{
sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
return;
}
if (uint16(m_uint32Values[index] >> (offset * 16)) != value)
{
m_uint32Values[index] &= ~uint32(uint32(0xFFFF) << (offset * 16));
m_uint32Values[index] |= uint32(uint32(value) << (offset * 16));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetStatFloatValue(uint16 index, float value)
{
if (value < 0)
{ value = 0.0f; }
SetFloatValue(index, value);
}
void Object::SetStatInt32Value(uint16 index, int32 value)
{
if (value < 0)
{ value = 0; }
SetUInt32Value(index, uint32(value));
}
void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetUInt32Value(index);
cur += (apply ? val : -val);
if (cur < 0)
{ cur = 0; }
SetUInt32Value(index, cur);
}
void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetInt32Value(index);
cur += (apply ? val : -val);
SetInt32Value(index, cur);
}
void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
SetFloatValue(index, cur);
}
void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
if (cur < 0)
{ cur = 0; }
SetFloatValue(index, cur);
}
void Object::MarkFlagUpdateForClient(uint16 index)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
m_changedValues[index] = true;
MarkForClientUpdate();
}
void Object::SetFlag(uint16 index, uint32 newFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
uint32 oldval = m_uint32Values[index];
uint32 newval = oldval | newFlag;
if (oldval != newval)
{
m_uint32Values[index] = newval;
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::RemoveFlag(uint16 index, uint32 oldFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
uint32 oldval = m_uint32Values[index];
uint32 newval = oldval & ~oldFlag;
if (oldval != newval)
{
m_uint32Values[index] = newval;
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (offset > 4)
{
sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
return;
}
if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag))
{
m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (offset > 4)
{
sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
return;
}
if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag)
{
m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::SetShortFlag(uint16 index, bool highpart, uint16 newFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (!(uint16(m_uint32Values[index] >> (highpart ? 16 : 0)) & newFlag))
{
m_uint32Values[index] |= uint32(uint32(newFlag) << (highpart ? 16 : 0));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
void Object::RemoveShortFlag(uint16 index, bool highpart, uint16 oldFlag)
{
MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (uint16(m_uint32Values[index] >> (highpart ? 16 : 0)) & oldFlag)
{
m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (highpart ? 16 : 0));
m_changedValues[index] = true;
MarkForClientUpdate();
}
}
bool Object::PrintIndexError(uint32 index, bool set) const
{
sLog.outError("Attempt %s nonexistent value field: %u (count: %u) for object typeid: %u type mask: %u", (set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType);
// ASSERT must fail after function call
return false;
}
bool Object::PrintEntryError(char const* descr) const
{
sLog.outError("Object Type %u, Entry %u (lowguid %u) with invalid call for %s", GetTypeId(), GetEntry(), GetObjectGuid().GetCounter(), descr);
// always false for continue assert fail
return false;
}
void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players)
{
UpdateDataMapType::iterator iter = update_players.find(pl);
if (iter == update_players.end())
{
std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert(UpdateDataMapType::value_type(pl, UpdateData()));
MANGOS_ASSERT(p.second);
iter = p.first;
}
BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}
void Object::AddToClientUpdateList()
{
sLog.outError("Unexpected call of Object::AddToClientUpdateList for object (TypeId: %u Update fields: %u)", GetTypeId(), m_valuesCount);
MANGOS_ASSERT(false);
}
void Object::RemoveFromClientUpdateList()
{
sLog.outError("Unexpected call of Object::RemoveFromClientUpdateList for object (TypeId: %u Update fields: %u)", GetTypeId(), m_valuesCount);
MANGOS_ASSERT(false);
}
void Object::BuildUpdateData(UpdateDataMapType& /*update_players */)
{
sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)", GetTypeId(), m_valuesCount);
MANGOS_ASSERT(false);
}
void Object::MarkForClientUpdate()
{
if (m_inWorld)
{
if (!m_objectUpdated)
{
AddToClientUpdateList();
m_objectUpdated = true;
}
}
}
WorldObject::WorldObject() :
#ifdef ENABLE_ELUNA
elunaEvents(NULL),
#endif /* ENABLE_ELUNA */
m_currMap(NULL),
m_mapId(0), m_InstanceId(0),
m_isActiveObject(false)
{
}
WorldObject::~WorldObject()
{
#ifdef ENABLE_ELUNA
delete elunaEvents;
elunaEvents = NULL;
#endif /* ENABLE_ELUNA */
}
void WorldObject::CleanupsBeforeDelete()
{
RemoveFromWorld();
}
void WorldObject::Update(uint32 update_diff, uint32 /*time_diff*/)
{
#ifdef ENABLE_ELUNA
elunaEvents->Update(update_diff);
#endif /* ENABLE_ELUNA */
}
void WorldObject::_Create(uint32 guidlow, HighGuid guidhigh)
{
Object::_Create(guidlow, 0, guidhigh);
}
void WorldObject::Relocate(float x, float y, float z, float orientation)
{
m_position.x = x;
m_position.y = y;
m_position.z = z;
m_position.o = MapManager::NormalizeOrientation(orientation);
if (isType(TYPEMASK_UNIT))
{ ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, orientation); }
}
void WorldObject::Relocate(float x, float y, float z)
{
m_position.x = x;
m_position.y = y;
m_position.z = z;
if (isType(TYPEMASK_UNIT))
{ ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, GetOrientation()); }
}
void WorldObject::SetOrientation(float orientation)
{
m_position.o = MapManager::NormalizeOrientation(orientation);
if (isType(TYPEMASK_UNIT))
{ ((Unit*)this)->m_movementInfo.ChangeOrientation(orientation); }
}
uint32 WorldObject::GetZoneId() const
{
return GetMap()->GetTerrain()->GetZoneId(m_position.x, m_position.y, m_position.z);
}
uint32 WorldObject::GetAreaId() const
{
return GetMap()->GetTerrain()->GetAreaId(m_position.x, m_position.y, m_position.z);
}
void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
{
GetMap()->GetTerrain()->GetZoneAndAreaId(zoneid, areaid, m_position.x, m_position.y, m_position.z);
}
InstanceData* WorldObject::GetInstanceData() const
{
return GetMap()->GetInstanceData();
}
// slow
float WorldObject::GetDistance(const WorldObject* obj) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float dz = GetPositionZ() - obj->GetPositionZ();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = sqrt((dx * dx) + (dy * dy) + (dz * dz)) - sizefactor;
return (dist > 0 ? dist : 0);
}
float WorldObject::GetDistance2d(float x, float y) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float sizefactor = GetObjectBoundingRadius();
float dist = sqrt((dx * dx) + (dy * dy)) - sizefactor;
return (dist > 0 ? dist : 0);
}
float WorldObject::GetDistance(float x, float y, float z) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float sizefactor = GetObjectBoundingRadius();
float dist = sqrt((dx * dx) + (dy * dy) + (dz * dz)) - sizefactor;
return (dist > 0 ? dist : 0);
}
float WorldObject::GetDistance2d(const WorldObject* obj) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = sqrt((dx * dx) + (dy * dy)) - sizefactor;
return (dist > 0 ? dist : 0);
}
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = dz - sizefactor;
return (dist > 0 ? dist : 0);
}
bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float distsq = dx * dx + dy * dy + dz * dz;
float sizefactor = GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float distsq = dx * dx + dy * dy;
float sizefactor = GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float distsq = dx * dx + dy * dy;
if (is3D)
{
float dz = GetPositionZ() - obj->GetPositionZ();
distsq += dz * dz;
}
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
if (!IsInMap(obj)) { return false; }
float ox, oy, oz;
obj->GetPosition(ox, oy, oz);
return(IsWithinLOS(ox, oy, oz));
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{
float x, y, z;
GetPosition(x, y, z);
return GetMap()->IsInLineOfSight(x, y, z + 2.0f, ox, oy, oz + 2.0f);
}
bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{
float dx1 = GetPositionX() - obj1->GetPositionX();
float dy1 = GetPositionY() - obj1->GetPositionY();
float distsq1 = dx1 * dx1 + dy1 * dy1;
if (is3D)
{
float dz1 = GetPositionZ() - obj1->GetPositionZ();
distsq1 += dz1 * dz1;
}
float dx2 = GetPositionX() - obj2->GetPositionX();
float dy2 = GetPositionY() - obj2->GetPositionY();
float distsq2 = dx2 * dx2 + dy2 * dy2;
if (is3D)
{
float dz2 = GetPositionZ() - obj2->GetPositionZ();
distsq2 += dz2 * dz2;
}
return distsq1 < distsq2;
}
bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float distsq = dx * dx + dy * dy;
if (is3D)
{
float dz = GetPositionZ() - obj->GetPositionZ();
distsq += dz * dz;
}
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
{ return false; }
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float distsq = dx * dx + dy * dy;
float sizefactor = GetObjectBoundingRadius();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
{ return false; }
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float distsq = dx * dx + dy * dy + dz * dz;
float sizefactor = GetObjectBoundingRadius();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
{ return false; }
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
float WorldObject::GetAngle(const WorldObject* obj) const
{
if (!obj)
{ return 0.0f; }
// Rework the assert, when more cases where such a call can happen have been fixed
// MANGOS_ASSERT(obj != this || PrintEntryError("GetAngle (for self)"));
if (obj == this)
{
sLog.outError("INVALID CALL for GetAngle for %s", obj->GetGuidStr().c_str());
return 0.0f;
}
return GetAngle(obj->GetPositionX(), obj->GetPositionY());
}
// Return angle in range 0..2*pi
float WorldObject::GetAngle(const float x, const float y) const
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = atan2(dy, dx); // returns value between -Pi..Pi
ang = (ang >= 0) ? ang : 2 * M_PI_F + ang;
return ang;
}
bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
{
// always have self in arc
if (obj == this)
{ return true; }
float arc = arcangle;
// move arc to range 0.. 2*pi
arc = MapManager::NormalizeOrientation(arc);
float angle = GetAngle(obj);
angle -= m_position.o;
// move angle to range -pi ... +pi
angle = MapManager::NormalizeOrientation(angle);
if (angle > M_PI_F)
{ angle -= 2.0f * M_PI_F; }
float lborder = -1 * (arc / 2.0f); // in range -pi..0
float rborder = (arc / 2.0f); // in range 0..pi
return ((angle >= lborder) && (angle <= rborder));
}
bool WorldObject::IsInFrontInMap(WorldObject const* target, float distance, float arc) const
{
return IsWithinDistInMap(target, distance) && HasInArc(arc, target);
}
bool WorldObject::IsInBackInMap(WorldObject const* target, float distance, float arc) const
{
return IsWithinDistInMap(target, distance) && !HasInArc(2 * M_PI_F - arc, target);
}
bool WorldObject::IsInFront(WorldObject const* target, float distance, float arc) const
{
return IsWithinDist(target, distance) && HasInArc(arc, target);
}
bool WorldObject::IsInBack(WorldObject const* target, float distance, float arc) const
{
return IsWithinDist(target, distance) && !HasInArc(2 * M_PI_F - arc, target);
}
void WorldObject::GetRandomPoint(float x, float y, float z, float distance, float& rand_x, float& rand_y, float& rand_z, float minDist /*=0.0f*/, float const* ori /*=NULL*/) const
{
if (distance == 0)
{
rand_x = x;
rand_y = y;
rand_z = z;
return;
}
// angle to face `obj` to `this`
float angle;
if (!ori)
angle = rand_norm_f() * 2 * M_PI_F;
else
angle = *ori;
float new_dist;
if (minDist == 0.0f)
new_dist = rand_norm_f() * distance;
else
new_dist = minDist + rand_norm_f() * (distance - minDist);
rand_x = x + new_dist * cos(angle);
rand_y = y + new_dist * sin(angle);
rand_z = z;
MaNGOS::NormalizeMapCoord(rand_x);
MaNGOS::NormalizeMapCoord(rand_y);
UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float& z) const
{
float new_z = GetMap()->GetHeight(x, y, z);
if (new_z > INVALID_HEIGHT)
{ z = new_z + 0.05f; } // just to be sure that we are not a few pixel under the surface
}
void WorldObject::UpdateAllowedPositionZ(float x, float y, float& z, Map* atMap /*=NULL*/) const
{
if (!atMap)
atMap = GetMap();
switch (GetTypeId())
{
case TYPEID_UNIT:
{
// non fly unit don't must be in air
// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
if (!((Creature const*)this)->CanFly())
{
bool canSwim = ((Creature const*)this)->CanSwim() && ((Creature const*)this)->IsInWater();
float ground_z = z;
float max_z = canSwim
? atMap->GetTerrain()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = atMap->GetHeight(x, y, z)));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
{ z = max_z; }
}
}
else
{
float ground_z = atMap->GetHeight(x, y, z);
if (z < ground_z)
{ z = ground_z; }
}
break;
}
case TYPEID_PLAYER:
{
// for server controlled moves player work same as creature (but it can always swim)
{
float ground_z = z;
float max_z = atMap->GetTerrain()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
{ z = max_z; }
}
}
break;
}
default:
{
float ground_z = atMap->GetHeight(x, y, z);
if (ground_z > INVALID_HEIGHT)
{ z = ground_z; }
break;
}
}
}
bool WorldObject::IsPositionValid() const
{
return MaNGOS::IsValidMapCoord(m_position.x, m_position.y, m_position.z, m_position.o);
}
void WorldObject::MonsterSay(const char* text, uint32 /*language*/, Unit const* target) const
{
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_SAY, text, LANG_UNIVERSAL, CHAT_TAG_NONE, GetObjectGuid(), GetName(),
target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY), true);
}
void WorldObject::MonsterYell(const char* text, uint32 /*language*/, Unit const* target) const
{
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_MONSTER_YELL, text, LANG_UNIVERSAL, CHAT_TAG_NONE, GetObjectGuid(), GetName(),
target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL), true);
}
void WorldObject::MonsterTextEmote(const char* text, Unit const* target, bool IsBossEmote) const
{
WorldPacket data;
ChatHandler::BuildChatPacket(data, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, text, LANG_UNIVERSAL, CHAT_TAG_NONE, GetObjectGuid(), GetName(),
target ? target->GetObjectGuid() : ObjectGuid(), target ? target->GetName() : "");
SendMessageToSetInRange(&data, sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE), true);
}
void WorldObject::MonsterWhisper(const char* text, Unit const* target, bool IsBossWhisper) const
{
if (!target || target->GetTypeId() != TYPEID_PLAYER)
{ return; }
WorldPacket data;
ChatHandler::BuildChatPacket(data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL, CHAT_TAG_NONE, GetObjectGuid(), GetName(),
target->GetObjectGuid(), target->GetName());
((Player*)target)->GetSession()->SendPacket(&data);
}
namespace MaNGOS
{
class MonsterChatBuilder
{
public:
MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, MangosStringLocale const* textData, Language language, Unit const* target)
: i_object(obj), i_msgtype(msgtype), i_textData(textData), i_language(language), i_target(target) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = NULL;
if ((int32)i_textData->Content.size() > loc_idx + 1 && !i_textData->Content[loc_idx + 1].empty())
{ text = i_textData->Content[loc_idx + 1].c_str(); }
else
{ text = i_textData->Content[0].c_str(); }
ChatHandler::BuildChatPacket(data, i_msgtype, text, i_language, CHAT_TAG_NONE, i_object.GetObjectGuid(), i_object.GetNameForLocaleIdx(loc_idx),
i_target ? i_target->GetObjectGuid() : ObjectGuid(), i_target ? i_target->GetNameForLocaleIdx(loc_idx) : "");
}
private:
WorldObject const& i_object;
ChatMsg i_msgtype;
MangosStringLocale const* i_textData;
Language i_language;
Unit const* i_target;
};
} // namespace MaNGOS
/// Helper function to create localized around a source
void _DoLocalizedTextAround(WorldObject const* source, MangosStringLocale const* textData, ChatMsg msgtype, Language language, Unit const* target, float range)
{
MaNGOS::MonsterChatBuilder say_build(*source, msgtype, textData, language, target);
MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
MaNGOS::CameraDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(source, range, say_do);
Cell::VisitWorldObjects(source, say_worker, range);
}
/// Function that sends a text associated to a MangosString
void WorldObject::MonsterText(MangosStringLocale const* textData, Unit const* target) const
{
MANGOS_ASSERT(textData);
switch (textData->Type)
{
case CHAT_TYPE_SAY:
_DoLocalizedTextAround(this, textData, CHAT_MSG_MONSTER_SAY, textData->LanguageId, target, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY));
break;
case CHAT_TYPE_YELL:
_DoLocalizedTextAround(this, textData, CHAT_MSG_MONSTER_YELL, textData->LanguageId, target, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL));
break;
case CHAT_TYPE_TEXT_EMOTE:
_DoLocalizedTextAround(this, textData, CHAT_MSG_MONSTER_EMOTE, LANG_UNIVERSAL, target, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE));
break;
case CHAT_TYPE_BOSS_EMOTE:
_DoLocalizedTextAround(this, textData, CHAT_MSG_RAID_BOSS_EMOTE, LANG_UNIVERSAL, target, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL));
break;
case CHAT_TYPE_WHISPER:
{
if (!target || target->GetTypeId() != TYPEID_PLAYER)
{ return; }
MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_WHISPER, textData, LANG_UNIVERSAL, target);
MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
say_do((Player*)target);
break;
}
case CHAT_TYPE_BOSS_WHISPER:
{
if (!target || target->GetTypeId() != TYPEID_PLAYER)
{ return; }
MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_RAID_BOSS_WHISPER, textData, LANG_UNIVERSAL, target);
MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
say_do((Player*)target);
break;
}
case CHAT_TYPE_ZONE_YELL:
{
MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textData, textData->LanguageId, target);
MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
uint32 zoneid = GetZoneId();
Map::PlayerList const& pList = GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
if (itr->getSource()->GetZoneId() == zoneid)
{ say_do(itr->getSource()); }
break;
}
}
}
void WorldObject::SendMessageToSet(WorldPacket* data, bool /*bToSelf*/) const
{
// if object is in world, map for it already created!
if (IsInWorld())
{ GetMap()->MessageBroadcast(this, data); }
}
void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*bToSelf*/) const
{
// if object is in world, map for it already created!
if (IsInWorld())
{ GetMap()->MessageDistBroadcast(this, data, dist); }
}
void WorldObject::SendMessageToSetExcept(WorldPacket* data, Player const* skipped_receiver) const
{
// if object is in world, map for it already created!
if (IsInWorld())
{
MaNGOS::MessageDelivererExcept notifier(data, skipped_receiver);
Cell::VisitWorldObjects(this, notifier, GetMap()->GetVisibilityDistance());
}
}
void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
{
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
data << ObjectGuid(guid);
SendMessageToSet(&data, true);
}
void WorldObject::SendGameObjectCustomAnim(ObjectGuid guid, uint32 animId /*= 0*/)
{
WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8 + 4);
data << ObjectGuid(guid);
data << uint32(animId);
SendMessageToSet(&data, true);
}
void WorldObject::SetMap(Map* map)
{
MANGOS_ASSERT(map);
m_currMap = map;
// lets save current map's Id/instanceId
m_mapId = map->GetId();
m_InstanceId = map->GetInstanceId();
#ifdef ENABLE_ELUNA
delete elunaEvents;
// On multithread replace this with a pointer to map's Eluna pointer stored in a map
elunaEvents = new ElunaEventProcessor(&Eluna::GEluna, this);
#endif
}
void WorldObject::ResetMap()
{
#ifdef ENABLE_ELUNA
delete elunaEvents;
elunaEvents = NULL;
#endif
}
void WorldObject::AddObjectToRemoveList()
{
GetMap()->AddObjectToRemoveList(this);
}
Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang, TempSummonType spwtype, uint32 despwtime, bool asActiveObject, bool setRun)
{
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(id);
if (!cinfo)
{
sLog.outErrorDb("WorldObject::SummonCreature: Creature (Entry: %u) not existed for summoner: %s. ", id, GetGuidStr().c_str());
return NULL;
}
TemporarySummon* pCreature = new TemporarySummon(GetObjectGuid());
Team team = TEAM_NONE;
if (GetTypeId() == TYPEID_PLAYER)
{ team = ((Player*)this)->GetTeam(); }
CreatureCreatePos pos(GetMap(), x, y, z, ang);
if (x == 0.0f && y == 0.0f && z == 0.0f)
{ pos = CreatureCreatePos(this, GetOrientation(), CONTACT_DISTANCE, ang); }
if (!pCreature->Create(GetMap()->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo, team))
{
delete pCreature;
return NULL;
}
pCreature->SetRespawnCoord(pos);
// Set run/walk mode
pCreature->SetWalk(!setRun);
// Active state set before added to map
pCreature->SetActiveObjectState(asActiveObject);
pCreature->Summon(spwtype, despwtime); // Also initializes the AI and MMGen
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
{ ((Creature*)this)->AI()->JustSummoned(pCreature); }
#ifdef ENABLE_ELUNA
if (Unit* summoner = ToUnit())
sEluna->OnSummoned(pCreature, summoner);
#endif /* ENABLE_ELUNA */
// Creature Linking, Initial load is handled like respawn
if (pCreature->IsLinkingEventTrigger())
{ GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, pCreature); }
// return the creature therewith the summoner has access to it
return pCreature;
}
GameObject* WorldObject::SummonGameObject(uint32 id, float x, float y, float z, float angle, uint32 despwtime)
{
GameObject* pGameObj = new GameObject;
Map *map = GetMap();
if (!map)
return NULL;
if (!pGameObj->Create(map->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), id, map, x, y, z, angle))
{
delete pGameObj;
return NULL;
}
pGameObj->SetRespawnTime(despwtime/IN_MILLISECONDS);
map->Add(pGameObj);
return pGameObj;
}
// how much space should be left in front of/ behind a mob that already uses a space
#define OCCUPY_POS_DEPTH_FACTOR 1.8f
namespace MaNGOS
{
class NearUsedPosDo
{
public:
NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float absAngle, ObjectPosSelector& selector)
: i_object(obj), i_searcher(searcher), i_absAngle(MapManager::NormalizeOrientation(absAngle)), i_selector(selector) {}
void operator()(Corpse*) const {}
void operator()(DynamicObject*) const {}
void operator()(Creature* c) const
{
// skip self or target
if (c == i_searcher || c == &i_object)
{ return; }
float x, y, z;
if (c->IsStopped() || !c->GetMotionMaster()->GetDestination(x, y, z))
{
x = c->GetPositionX();
y = c->GetPositionY();
}
add(c, x, y);
}
template<class T>
void operator()(T* u) const
{
// skip self or target
if (u == i_searcher || u == &i_object)
{ return; }
float x, y;
x = u->GetPositionX();
y = u->GetPositionY();
add(u, x, y);
}
// we must add used pos that can fill places around center
void add(WorldObject* u, float x, float y) const
{
float dx = i_object.GetPositionX() - x;
float dy = i_object.GetPositionY() - y;
float dist2d = sqrt((dx * dx) + (dy * dy));
// It is ok for the objects to require a bit more space
float delta = u->GetObjectBoundingRadius();
if (i_selector.m_searchPosFor && i_selector.m_searchPosFor != u)
{ delta += i_selector.m_searchPosFor->GetObjectBoundingRadius(); }
delta *= OCCUPY_POS_DEPTH_FACTOR; // Increase by factor
// u is too near/far away from i_object. Do not consider it to occupy space
if (fabs(i_selector.m_searcherDist - dist2d) > delta)
{ return; }
float angle = i_object.GetAngle(u) - i_absAngle;
// move angle to range -pi ... +pi, range before is -2Pi..2Pi
if (angle > M_PI_F)
{ angle -= 2.0f * M_PI_F; }
else if (angle < -M_PI_F)
{ angle += 2.0f * M_PI_F; }
i_selector.AddUsedArea(u, angle, dist2d);
}
private:
WorldObject const& i_object;
WorldObject const* i_searcher;
float i_absAngle;
ObjectPosSelector& i_selector;
};
} // namespace MaNGOS
//===================================================================================================
void WorldObject::GetNearPoint2D(float& x, float& y, float distance2d, float absAngle) const
{
x = GetPositionX() + distance2d * cos(absAngle);
y = GetPositionY() + distance2d * sin(absAngle);
MaNGOS::NormalizeMapCoord(x);
MaNGOS::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_bounding_radius, float distance2d, float absAngle) const
{
GetNearPoint2D(x, y, distance2d, absAngle);
const float init_z = z = GetPositionZ();
// if detection disabled, return first point
if (!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
{
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
return;
}
// or remember first point
float first_x = x;
float first_y = y;
bool first_los_conflict = false; // first point LOS problems
const float dist = distance2d + searcher_bounding_radius + GetObjectBoundingRadius();
// prepare selector for work
ObjectPosSelector selector(GetPositionX(), GetPositionY(), distance2d, searcher_bounding_radius, searcher);
// adding used positions around object
{
MaNGOS::NearUsedPosDo u_do(*this, searcher, absAngle, selector);
MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(u_do);
Cell::VisitAllObjects(this, worker, dist);
}
// maybe can just place in primary position
if (selector.CheckOriginalAngle())
{
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
if (fabs(init_z - z) < dist && IsWithinLOS(x, y, z))
{ return; }
first_los_conflict = true; // first point have LOS problems
}
// set first used pos in lists
selector.InitializeAngle();
float angle; // candidate of angle for free pos
// select in positions after current nodes (selection one by one)
while (selector.NextAngle(angle)) // angle for free pos
{
GetNearPoint2D(x, y, distance2d, absAngle + angle);
z = GetPositionZ();
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
if (fabs(init_z - z) < dist && IsWithinLOS(x, y, z))
{ return; }
}
// BAD NEWS: not free pos (or used or have LOS problems)
// Attempt find _used_ pos without LOS problem
if (!first_los_conflict)
{
x = first_x;
y = first_y;
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
return;
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while (selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
{
GetNearPoint2D(x, y, distance2d, absAngle + angle);
z = GetPositionZ();
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
if (fabs(init_z - z) < dist && IsWithinLOS(x, y, z))
{ return; }
}
// BAD BAD NEWS: all found pos (free and used) have LOS problem :(
x = first_x;
y = first_y;
if (searcher)
{ searcher->UpdateAllowedPositionZ(x, y, z, GetMap()); } // update to LOS height if available
else
{ UpdateGroundPositionZ(x, y, z); }
}
void WorldObject::PlayDistanceSound(uint32 sound_id, Player const* target /*= NULL*/) const
{
WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 4 + 8);
data << uint32(sound_id);
data << GetObjectGuid();
if (target)
{ target->SendDirectMessage(&data); }
else
{ SendMessageToSet(&data, true); }
}
void WorldObject::PlayDirectSound(uint32 sound_id, Player const* target /*= NULL*/) const
{
WorldPacket data(SMSG_PLAY_SOUND, 4);
data << uint32(sound_id);
if (target)
{ target->SendDirectMessage(&data); }
else
{ SendMessageToSet(&data, true); }
}
void WorldObject::PlayMusic(uint32 sound_id, Player const* target /*= NULL*/) const
{
WorldPacket data(SMSG_PLAY_MUSIC, 4);
data << uint32(sound_id);
if (target)
{ target->SendDirectMessage(&data); }
else
{ SendMessageToSet(&data, true); }
}
void WorldObject::UpdateVisibilityAndView()
{
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
GetViewPoint().Event_ViewPointVisibilityChanged();
}
void WorldObject::UpdateObjectVisibility()
{
CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
GetMap()->UpdateObjectVisibility(this, cell, p);
}
void WorldObject::AddToClientUpdateList()
{
GetMap()->AddUpdateObject(this);
}
void WorldObject::RemoveFromClientUpdateList()
{
GetMap()->RemoveUpdateObject(this);
}
struct WorldObjectChangeAccumulator
{
UpdateDataMapType& i_updateDatas;
WorldObject& i_object;
WorldObjectChangeAccumulator(WorldObject& obj, UpdateDataMapType& d) : i_updateDatas(d), i_object(obj)
{
// send self fields changes in another way, otherwise
// with new camera system when player's camera too far from player, camera wouldn't receive packets and changes from player
if (i_object.isType(TYPEMASK_PLAYER))
{ i_object.BuildUpdateDataForPlayer((Player*)&i_object, i_updateDatas); }
}
void Visit(CameraMapType& m)
{
for (CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Player* owner = iter->getSource()->GetOwner();
if (owner != &i_object && owner->HaveAtClient(&i_object))
{ i_object.BuildUpdateDataForPlayer(owner, i_updateDatas); }
}
}
template<class SKIP> void Visit(GridRefManager<SKIP>&) {}
};
void WorldObject::BuildUpdateData(UpdateDataMapType& update_players)
{
WorldObjectChangeAccumulator notifier(*this, update_players);
Cell::VisitWorldObjects(this, notifier, GetMap()->GetVisibilityDistance());
ClearUpdateMask(false);
}
bool WorldObject::PrintCoordinatesError(float x, float y, float z, char const* descr) const
{
sLog.outError("%s with invalid %s coordinates: mapid = %uu, x = %f, y = %f, z = %f", GetGuidStr().c_str(), descr, GetMapId(), x, y, z);
return false; // always false for continue assert fail
}
void WorldObject::SetActiveObjectState(bool active)
{
if (m_isActiveObject == active || (isType(TYPEMASK_PLAYER) && !active)) // player shouldn't became inactive, never
{ return; }
if (IsInWorld() && !isType(TYPEMASK_PLAYER))
// player's update implemented in a different from other active worldobject's way
// it's considired to use generic way in future
{
if (IsActiveObject() && !active)
{ GetMap()->RemoveFromActive(this); }
else if (IsActiveObject() && active)
{ GetMap()->AddToActive(this); }
}
m_isActiveObject = active;
}